Author Topic: Rayxanber 2 spoiled and more !  (Read 731 times)

Necromancer

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Re: Rayxanber 2 spoiled and more !
« Reply #15 on: September 07, 2007, 08:34:33 AM »
What? HuVideo supports all 256 BG color palette. Most frames are inbetween 50-70 colors on average. Also, the video is uncompressed.

Well, that explains why it didn't look like it was limited to 16 colors - 'cause it wasn't.  :lol:

Riddle me this Batman: would the ol' Turbo have enough extra grunt to run a decompression algorithm while displaying HuVideo?  I dream of full (or fuller) screen video that looks as good as it does now in the little window.
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ceti alpha

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Re: Rayxanber 2 spoiled and more !
« Reply #16 on: September 07, 2007, 12:12:15 PM »
Wow!! Video Game Den is an amazing site!!! Great job Ikermel!!  :clap:

I know where I'll be going for reviews for now on. The reviews are short, but sweet. And the screenshots are extremely well done.  :)


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rag-time4

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Re: Rayxanber 2 spoiled and more !
« Reply #17 on: September 09, 2007, 05:28:26 AM »
Any word on the status of my Image Fight comments?

Ikermel, let me know if you need any other information!

lkermel

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Re: Rayxanber 2 spoiled and more !
« Reply #18 on: September 09, 2007, 09:59:53 AM »
Any word on the status of my Image Fight comments?
Ikermel, let me know if you need any other information!

I've been quite busy at work this week so I only checked your comments today. I really like it and sent you a reply. I will upload it to the site soon :)
If anyone else is interested to send me short 'Point of views' for their favorite games (and rate them from 1 to 5), please contact me. I'll of course include your names to the (currently short) list of contributors.

Bonknuts

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Re: Rayxanber 2 spoiled and more !
« Reply #19 on: September 09, 2007, 12:38:16 PM »
What? HuVideo supports all 256 BG color palette. Most frames are inbetween 50-70 colors on average. Also, the video is uncompressed.

Well, that explains why it didn't look like it was limited to 16 colors - 'cause it wasn't.  :lol:

Riddle me this Batman: would the ol' Turbo have enough extra grunt to run a decompression algorithm while displaying HuVideo?  I dream of full (or fuller) screen video that looks as good as it does now in the little window.

Well the problem is that the CPU is wasting most of its time reading from the CD buffer (the CD buffer/cache is slow to access - you can't DMA from it). So I'm not sure there's enough resource left to run a decompression routine on video data. Though you could run a 224x192 video frame resolution no problem, but the fps would be cut frrom 10fps to 5fps.

 I still think the best choice is what sega did for popful mail. It's always streaming, but it's not FMV - think Flash animation.


Black Tiger

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Re: Rayxanber 2 spoiled and more !
« Reply #20 on: September 09, 2007, 02:39:58 PM »
I still think the best choice is what sega did for popful mail. It's always streaming, but it's not FMV - think Flash animation.

Isn't just the same as PC Engine CD cinemas, only streamed?
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SignOfZeta

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Re: Rayxanber 2 spoiled and more !
« Reply #21 on: September 09, 2007, 06:31:34 PM »
I still think the best choice is what sega did for popful mail. It's always streaming, but it's not FMV - think Flash animation.

Isn't just the same as PC Engine CD cinemas, only streamed?

I think he's talking about the sort of cinema in something like 3x3 Eyes, or Gunbuster 1&2, rather than the standard Y's 1&2, GoT, sort of cinema everything else uses.

Necromancer

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Re: Rayxanber 2 spoiled and more !
« Reply #22 on: September 10, 2007, 05:51:19 AM »
Thanks for the answer Bonknuts.  It's kinda too bad, but maybe it's really a blessing in disguise - otherwise, the Turbo would've been overrun with fmv junk like the SegaCD.
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Bonknuts

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Re: Rayxanber 2 spoiled and more !
« Reply #23 on: September 10, 2007, 01:10:35 PM »
I still think the best choice is what sega did for popful mail. It's always streaming, but it's not FMV - think Flash animation.

Isn't just the same as PC Engine CD cinemas, only streamed?

No, with regular PCE SCD cinemas, the game loads 192-224k (sometimes using the ADPCM 64k for tiles/sprites too) worth of tile/sprites and animates them while the CD audio is playing. You really can't hold a lot of animation or pics in that memory size, so when new animation/pics are needed then the game stops the audio track, loads more animation/pics from a different track, seek the next audio track and start playing the audio and gfx script. A single full screen pic @ 256x224 is 28k uncompressed so you see how you can run out of memory pretty quickly.

 Popful Mail method streams data and audio from the CD unit like with FMV. The audio isn't CD audio but PCM audio so there's no need to switch between data and audio tracks. And since the data is always streaming, you can constantly fill the tile/sprite buffers. Look at Popful Mail cinemas. You'll notice the game will go into looping frames (frames that repeat 3 or 4 animation cells over a scrolling BG, etc) or will "pause" or slowdown the cinemas animation with small dialogue animation and such, while the system ram gfx buffers are refilled with the next (and possibly heavy) animation sequence.

 I should note that the older SCD and CD games used the system card internal bios routines to access the CD unit. Later game from '94-95 started using their own library routines for accessing the CD unit. Not only does this decrease the loading time (increasing the Kb per second) but also allows for the type of FMV used in GulliverBoy/Yuna bonus CD which wasn't possible with the SCD/CD routines. I think the earliest game to use custom libs for FMV was John Madden CD game.

 Ok, I've derailed this thread enough.




Black Tiger

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Re: Rayxanber 2 spoiled and more !
« Reply #24 on: September 12, 2007, 01:44:15 AM »
I still think the best choice is what sega did for popful mail. It's always streaming, but it's not FMV - think Flash animation.

Isn't just the same as PC Engine CD cinemas, only streamed?

No, with regular PCE SCD cinemas, the game loads 192-224k (sometimes using the ADPCM 64k for tiles/sprites too) worth of tile/sprites and animates them while the CD audio is playing. You really can't hold a lot of animation or pics in that memory size, so when new animation/pics are needed then the game stops the audio track, loads more animation/pics from a different track, seek the next audio track and start playing the audio and gfx script. A single full screen pic @ 256x224 is 28k uncompressed so you see how you can run out of memory pretty quickly.

 Popful Mail method streams data and audio from the CD unit like with FMV. The audio isn't CD audio but PCM audio so there's no need to switch between data and audio tracks. And since the data is always streaming, you can constantly fill the tile/sprite buffers. Look at Popful Mail cinemas. You'll notice the game will go into looping frames (frames that repeat 3 or 4 animation cells over a scrolling BG, etc) or will "pause" or slowdown the cinemas animation with small dialogue animation and such, while the system ram gfx buffers are refilled with the next (and possibly heavy) animation sequence.

That still sounds like regular PCE CD cinemas (sprites + bgs), many of which use PCM for audio (often with PSG) and looping or repeating animation, etc... -only streamed.

I was just wondering if PM was doing something different, like single screen stills or something(don't the PCE Gunbusters do that?). Because PM's cinemas are cleaned up very nicely and have some of the nicest art in a Sega/Mega-CD game cinema.

Thats cool about some PCE CD games having their own 'library routines for accessing the CD unit'.
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